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The AddOn Mod adds new kind of planets Condensed, Water, Enormous and Gigantus as well as new atmospheres Ammonia, Sulphur Dioxide and Hydrochloric. It changes graphic to a universe adding dust stars, more stars and planets rotation. In a relation to the Balance Mod, supply abilities of planets were rebalanced, a few changes to the technologies of facilities were added as well as Hostile Atmosphere trait. Changes in an arrangement of science groups were made and a mud section of the galaxy was added in starting options. All above new as well as older elemets are balanced appropriately.

AddOn 1.2 Mod is a general mod changing the main elements in the game. But it's structure allows new ideas to be included. The goal is to make a new level of 4x game ( SE5) including every enjoyable elements all together.

The latest version is 1.20, which is compatible with the US/English v1.79 of Space Empires V. It includes Captain Kwok's Balance Mod v1.19g AI.

This patch allows BM 1.09 games to be played in the SE5 1.58 patch. It's primarily intended for v1.09 PBW games, but it does have an AI update for those that wish to carry v1.09 Balance Mod saved games to the v1.58 SE:V patch. Note that you need v1.09 installed prior to applying the patch.

The SE:V Balance Mod is a project that started during the summer of 2006 before SE:V made its debut. It's an attempt to provide a set of balanced data files in the spirit of the standard game. Make sure to get the 1.14a patch to continue your savegames in SE5 1.71

Note that savegames created with Balance Mod v1.09 or below will not work with Balance Mod v1.14. Balance Mod v1.10-13 savegames will, however.

Designed to focus new, revised, and interest concepts. The following are new concepts for 5.01:

Detail Info for 5.0
------------------------------
* Nomad Comps

Allows players to build a space base empire. No AI support.

* Loan System

A system that allows empires to apply for loans to help with hard economic times. The loan system uses a 30 yr fix term. This system also adds a saving account setup so player with resources can gain interest off those resource. But if an empire doesn't make their payments, watch out for the repo man. The AI is supported.

* Mercenary System

Adds the ability for an empire to hire Mercenary ships by building them at a very low cost. The plus side to Mercenary ships are that they have slight more powerful weapons and armor, Can be build faster, and more a slight increase in to hit. The down sides are that all the ships in system with a Mercenary ship will take a hit on exp, the maintenance cost is the same as normal ships, if the Mercenary ship is out number by enemy ship in system some will run away, and if a system has to large a percent of Mercenary ship to normal ship the Mercenaries in system may take over that system.

- Limit Planet Ship Yards
A ship yard facilities on planets are limited to building ships no greater 600. Has AI support.

- Improve the importance of home worlds and older worlds, Changed the number of facilities.
1. Arcology : This facility increases the amount of space and cargo area on a planet.
2. World Shell : This facility increases the amount of space and cargo area on a planet by double.

Version 0.5.01 (12 March 2009)
------------------------------
Fix > PlanetSize.txt
Add > Max Loan Amount to Log message
Change > Lower term time, 10 yrs
Fix > AI script problem with Loan system causing hang ups and Index Errors
Add > Cultural value is now effected by each empires government, Ender should love this.
Change > Max Limit of Loan system to include Storage and The total Production of resource produced.
Fix > Comp Problems
Change > Slow down Research
Remove > Planetary Yard, Could not make it work the way I wanted to.
Add > New Concept, Limit Planet SY to building ships no larger than 600, AI Supported
Add > Value for Mercenary to leave/rebel to Log message.
Change > Now only 2 facilities need to increase facilities on planets

Designed to focus new, revised, and interest concepts. The following are the currently concepts:

- Racial Traits - Pirates
Allows the creation of an pirate empire in the game by allowing early access to tech and comp, new a comp and facility, and bonus to current comps. Has AI support.

- Racial Traits - Organic Host
Creates living organic ships, which gain and loses bonus abilities basic on the experiences of the ships. The living organic ships are only half the size of the normals, but gains a new comp "Ship Brain" to control the ship by. Has AI support.

- Hive Mind
This concept adds a single mind type empire with a Hive Mind needed to run the empire properly. If the Hive Mind is loss then the empire will have several penalties.

- Racial Traits - Monster
Allows for a work around to have monsters in the game with special abilities comps. The monster empire will be limited on the number of ships it''s allow to have in the game and by the fact that it''s research techs are only what other player have researched. Has AI support.

- Budget management based on politic ideology type
Allows an empire to reduce maintenance cost of the empire, but at the cost of side effects, by the use of facilities. The amount of maintenance cost lowed, the side effects and the scope of both are based on the politic ideology type a empire has researched. There are three types in the game now: Democratic, Socialism, and Fascism.

- Inter-nation public relation
The effects on happiness of an planet based on the present of another empire in the same system with other factors including, but not limited to, it size and facilities on those planets in that system. No Effect on AI

- Over crowding
Decrease Planet happiness if planet''s pop is too high and increase happiness if planet''s pop is low. No Effect on AI

- EPA
A facility that divides Pollution value use in the BM Pollution Mod.

- Mad scientist
A new Research facility that has a increase in research at the cost of side effects. Has AI support.

- Minor seasonal to planets
Allows for the increase and decrease of the organic value based on the date, planet size, and distance from the sun.

- Weapon Customization Techs
Allows the customization of weapons comp based on different weapon types to give bonus in the areas of range, damage, structure point, tonnage Space, and Reload Time. One thing to note however is that an empire can not research all the customization techs.

- Society Tech Improvements
Though the use of Applied and Weapon techs Player gain New Cultural Achievement that help the empire.

- Zero Supplies Event
When ships only run out of supplies, there is a chance of damage to the ship due to not being able to do ship upkeep.

- Patent System
Allows for allies to steal each other techs in a passive way, but at the cost of being fined. Has AI support.

- Vertical Scraper
Creates facilities that can increase abilities of current facilities on the planet without the need of using facility space. Vertical Scraper types can not be build on planets without the required parent facility. Has AI support.

- Mobile facilities
Develops an new unit that has similar abilities as facilities. No AI support.

- Enhance tax system
Turn current resource production to a 30% tax rate. This allows for facility policies that increase production amounts at the cost of pop happiness. No AI support.

- Planet Facility Analyze Tech
A concept that allow for the research of technology behind an facility. No AI support.

This Mod is based off of the Balanced Mod 1.19g with minor fix. Any questions on any of the concepts used in this Mod either post on the forums, email me, or look up the NOTES page at http://sites.google.com/site/crimsonconceptmod/. Hope you like the Mod and any suggest will be welcome.

SEV version of Dark Nova mod. The main concept of this mod is Diversity. Development of this mod will be in stages.
5.03 includes several new ship sizes (scout, escort, corvette, worldship), lots of new unit types and dedicated ship hulls.

Another addition is lots of new Unique Ruins techs. Many new Uniques including Enhanced ship hulls techs.

DJAS mod is built from the Balance Mod (what isn't?), but completely overhauls the weapons, vehicle sizes, and armor / shields.

Weapons, armor, and shields have quasi-infinite tech trees with 100 levels, but with 2 research Breakthrough techs that usher in powerful new weapons and defenses. The breakthrough techs are expensive, though, so a player must be careful when to research them. Too early and one will be left wide open to an early rush. Too late and you will be facing an opponent with hyperadvanced tech.

A starting player has access to all ship sizes right away, and they all get bigger together. Bigger is not necessarily better, but you will need big, small, and medium ships to win. Every vehicle type is countered by another, and there is no one size that will carry a player to victory by itself.

Please note, this mod has no functioning AI and is multiplayer only. There are no plans to implement AI.

Changes since the last posted version include many bugfixes and improvements to game balance and TIE Fighter-style mines.

All logos and trademarks used on this site, all comments and stories posted for reading, all files hosted for download, and all art work hosted for viewing are property of their respective owners; all the rest copyright 2003-2010 Nolan Kelly.
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